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Binji

Creature -1 (unique) — fey, gremlin

Pre-Remaster content. May include legacy alignment.

Gremlins arose long ago in the First World, living embodiments of nature's ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem. Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their whinnying horses, church steeples with th

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +6
Skills crafting +5, deception +2, nature +4, stealth +5, thievery +5
Str
+1
Dex
+3
Con
+3
Int
+1
Wis
+2
Cha
-2
AC 15 Fort +5 Ref +7 Will +4
HP 9
Weaknesses cold-iron 2
Speed 10 feet, climb 20 feet, fly 20 feet

Offense

Melee Bite +7, Damage 1d4+1 piercing
Ranged Rock +7, Damage 1d4+1 bludgeoning

Abilities

So Many Lice — Whenever a living creature touches or is touched by a Binji (including via a successful unarmed melee Strike), it must succeed at a DC 15 Reflex save or become infested by gremlin lice. While infested, the targeted creature is distracted by the itching sensation and is Stupefied 1, though it can use an Interact action to scratch at the itching lice to suppress the stupefied condition from the lice for 1d4 rounds. The infestation ends after 24 hours or until the creature is submerged in water or exposed to a severe cold environment, whichever comes first.
Putrid Vomit — The binji spews a 30-foot line of vomit. Each creature in the line must succeed at a DC 16 Fortitude save or become Sickened 1 (Sickened 2 on a critical failure). The binji can't use Putrid Vomit again for 1d4 rounds.

Spells

Grease (rank 1)
Mage Hand (rank 1)
Prestidigitation (rank 1)

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